13 Commits

Author SHA1 Message Date
Priec
6b10d13695 polished like a polish plates 2025-12-14 23:04:32 +01:00
Priec
74dca27c06 button scuffed 2025-12-14 22:57:04 +01:00
Priec
786ead2ffa working restart button 2025-12-14 17:29:33 +01:00
Priec
e5091a33e7 restart button on the game over is now wokring properly well 2025-12-14 17:15:50 +01:00
Priec
3cef68142d game over 2025-12-14 16:38:50 +01:00
Filipriec
17c53ace99 speed bug fixed now properly well 2025-12-11 17:10:55 +01:00
Filipriec
50f523b52d unified speed properly 2025-12-11 16:25:12 +01:00
Priec
42d07e9715 multithreading done 2025-12-11 12:15:20 +01:00
Priec
8382d1caec button press and blinking led on a button press 2025-12-11 11:30:56 +01:00
Priec
165540588f physical button press 2025-12-11 09:29:13 +01:00
Priec
0083fff73a fixed crawling 2025-12-11 08:31:39 +01:00
Filipriec
ca7eac70e4 movement class 2025-11-20 17:37:27 +01:00
Filipriec
3e47f855ed cleaning 2025-11-20 16:45:50 +01:00
21 changed files with 337 additions and 221 deletions

View File

@@ -49,7 +49,7 @@ static const int CHARACTER_CRAWL1_COLLISION_RIGHT_OFFSET = 1;
static const int CHARACTER_CRAWL1_COLLISION_WIDTH = CHARACTER_CRAWL1_FRAME_WIDTH - (CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET + CHARACTER_CRAWL1_COLLISION_RIGHT_OFFSET);
static const int CHARACTER_CRAWL1_COLLISION_HEIGHT = CHARACTER_CRAWL1_FRAME_HEIGHT - 2;
// Crawl2 collision box (lower posture smaller collision height)
// Crawl2 collision box (lower posture - smaller collision height)
static const int CHARACTER_CRAWL2_FRAME_WIDTH = 8;
static const int CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET = 1;
static const int CHARACTER_CRAWL2_COLLISION_RIGHT_OFFSET = 0;

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@@ -14,7 +14,5 @@ public:
// Update animation, returns true if redraw needed
bool tick(int speed);
// Getters
int get_shift() const { return shift; }
};

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@@ -5,7 +5,6 @@
#include "../assets/character_run_frames.h"
#include "../assets/character_crawl_frames.h"
// Simple obstacle representation
struct Obstacle {
int x;
int y;
@@ -13,7 +12,6 @@ struct Obstacle {
int height;
};
// Axis-aligned bounding-box collision
inline bool check_collision(const CharacterPosition& player,
MovementType movement,
const Obstacle& obs) {
@@ -48,7 +46,7 @@ inline bool check_collision(const CharacterPosition& player,
break;
}
// Player's bounding box
// Player bounding box
const int player_left = box_x;
const int player_right = player_left + box_w;
const int player_top = player_bottom + box_h;
@@ -59,7 +57,7 @@ inline bool check_collision(const CharacterPosition& player,
const int obs_bottom = obs.y;
const int obs_top = obs_bottom + obs.height;
// Simple overlap check
// Overlap check
bool horizontal = player_left < obs_right && player_right > obs_left;
bool vertical = player_bottom < obs_top && player_top > obs_bottom;
return horizontal && vertical;

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@@ -0,0 +1,48 @@
// src/game/game_over.cpp
#include "game_over.h"
#include "mbed.h"
#include "../render/background.h"
#include "../assets/background_frame.h"
#include "../hardware/button.h"
#include <cstdio>
void show_game_over_screen(int seconds, ButtonHandler& button) {
printf("\033[2J\033[H");
// 34 znakov vo vypise
const int box_width = 34;
const int start_col = (VIEW_WIDTH - box_width) / 2;
const int box_height = 6;
const int top_padding = (VIEW_HEIGHT - box_height) / 2;
// Empty rows
for (int i = 0; i < top_padding; i++) {
printf("\r\n");
}
for (int i = 0; i < start_col; i++) printf(" ");
printf("==================================\r\n");
for (int i = 0; i < start_col; i++) printf(" ");
printf(" G A M E O V E R \r\n");
for (int i = 0; i < start_col; i++) printf(" ");
printf("==================================\r\n");
for (int i = 0; i < start_col; i++) printf(" ");
printf(" Doba hry %d sekund. \r\n", seconds);
for (int i = 0; i < start_col; i++) printf(" ");
printf("==================================\r\n");
for (int i = 0; i < start_col; i++) printf(" ");
printf("Stlacte 2x po sebe tlacidlo pre restart\r\n");
fflush(stdout);
while (button.poll() != ButtonEvent::Pressed)
ThisThread::sleep_for(25ms);
printf("\033[2J\033[H");
fflush(stdout);
}

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@@ -0,0 +1,8 @@
// src/game/game_over.h
#pragma once
#include "mbed.h"
#include "../hardware/button.h"
// Displays GAME OVER message with elapsed time.
// Takes a Timer that was measuring game duration.
void show_game_over_screen(int seconds, ButtonHandler& button);

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@@ -0,0 +1,6 @@
// src/game/game_state.cpp
#include "game_state.h"
GameState g_state;
Mutex g_state_mutex;

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@@ -0,0 +1,36 @@
// src/game/game_state.h
#pragma once
#include "mbed.h"
#include "../render/player.h"
#include "../render/player_positioning.h"
#include "../assets/obstacle_crawl_frames.h"
// POZOR JE Z OBSTACLE MANAGERA
constexpr int MAX_RENDER_OBSTACLES = 6;
struct ObstacleRenderData {
int x;
int y;
CrawlObstacleType type;
bool active;
};
// All data needed to render one frame
struct GameState {
CharacterPosition player_pos;
MovementType movement;
int frame_index;
int background_shift;
int current_speed;
ObstacleRenderData obstacles[MAX_RENDER_OBSTACLES];
int elapsed_seconds;
bool game_over;
bool need_redraw;
};
// Global shared
extern GameState g_state;
extern Mutex g_state_mutex;

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@@ -4,18 +4,16 @@
#include "../assets/obstacle_crawl_frames.h"
#include "../assets/background_frame.h"
// One movable obstacle
struct MovingObstacle {
Obstacle data;
CrawlObstacleType type;
bool active;
};
// Fixed obstacle pool
constexpr int MAX_OBSTACLES = 6;
static MovingObstacle obstacle_pool[MAX_OBSTACLES];
// Create / reset obstacle in one slot
// Create/reset obstacle
inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active) {
@@ -26,7 +24,7 @@ inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
obstacle_pool[i].data.width = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_COLLISION_WIDTH : OBSTACLE_CRAWL2_COLLISION_WIDTH;
obstacle_pool[i].data.height = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_COLLISION_HEIGHT : OBSTACLE_CRAWL2_COLLISION_HEIGHT;
// Default Y so that the SPRITE touches the top of the screen.
// Default Y so that the character touches the top of the screen.
// We store Y as the bottom of the COLLISION BOX in bottom-based world coords.
int top_offset = 0;
if (type == CrawlObstacleType::Crawl1) {
@@ -45,7 +43,7 @@ inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
return -1;
}
// Update X positions; mark inactive if offscreen
// Update X positions, mark inactive if offscreen
inline void update_obstacles(int shift_speed) {
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active) continue;

View File

@@ -6,7 +6,6 @@
#include "collision.h"
#include "mbed.h"
// Small helper for minimal mbed-safe clamp
inline int clamp_min(int a, int b) { return (a > b) ? a : b; }
inline int clamp_max(int a, int b) { return (a < b) ? a : b; }
@@ -15,7 +14,6 @@ class ObstacleSystem {
public:
ObstacleSystem() : tick_counter_(0), spawn_index_(0) {}
// Called once per frame
bool update_and_draw(const CharacterPosition &player_pos,
MovementType player_movement) {
// Update timers, move existing obstacles
@@ -26,16 +24,12 @@ public:
// Periodically spawn new obstacle
if (tick_counter_ % SPAWN_EVERY_TICKS == 0) {
auto type = (spawn_index_++ % 2 == 0)
? CrawlObstacleType::Crawl1
: CrawlObstacleType::Crawl2;
const int w = (type == CrawlObstacleType::Crawl1)
? OBSTACLE_CRAWL1_FRAME_WIDTH
: OBSTACLE_CRAWL2_FRAME_WIDTH;
auto type = (spawn_index_++ % 2 == 0) ? CrawlObstacleType::Crawl1 : CrawlObstacleType::Crawl2;
const int w = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_FRAME_WIDTH : OBSTACLE_CRAWL2_FRAME_WIDTH;
spawn_obstacle(type, VIEW_WIDTH - w - 1);
}
// Draw & collision check
// Draw n collision check
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active)
continue;
@@ -52,7 +46,6 @@ public:
draw_clipped_obstacle(obstacle_pool[i], frame, height);
// Collision check
if (check_collision(player_pos, player_movement,
obstacle_pool[i].data)) {
printf("\033[2J\033[H");

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@@ -91,19 +91,20 @@ static inline int compute_frame_index(int frame_count,
}
} // namespace
void WalkingState::update() {
void MovementState::update() {
// stop crawling after duration
if ((current_state == PlayerState::Crawl1 ||
current_state == PlayerState::Crawl2) &&
state_timer.elapsed_time() >= CRAWL_DURATION) {
current_state = PlayerState::Walk;
current_state = previous_state;
state_timer.stop();
}
}
void WalkingState::start_crawl(PlayerState crawl_type) {
if (crawl_type != PlayerState::Crawl1 && crawl_type != PlayerState::Crawl2)
return;
void MovementState::start_crawl(PlayerState crawl_type) {
if (current_state != PlayerState::Crawl1 && current_state != PlayerState::Crawl2) {
previous_state = current_state;
}
current_state = crawl_type;
state_timer.stop();
@@ -111,7 +112,7 @@ void WalkingState::start_crawl(PlayerState crawl_type) {
state_timer.start();
}
void WalkingState::set_state(PlayerState s) {
void MovementState::set_state(PlayerState s) {
if (current_state != s) {
walk_index = run_index = crawl1_index = crawl2_index = 0;
phase = 0.0f;
@@ -119,18 +120,7 @@ void WalkingState::set_state(PlayerState s) {
current_state = s;
}
void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed) {
int relative = player_speed - ground_speed;
PlayerState new_state = (relative > 1) ? PlayerState::Run : PlayerState::Walk;
if (new_state != current_state) {
run_index = 0;
walk_index = 0;
}
current_state = new_state;
}
// TODO THIS NEEDS REDESIGN FOR WALK/RUN
void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
void MovementState::toggle_walk_frame(float player_speed, int tick_counter) {
switch (current_state) {
case PlayerState::Run:
run_index = compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
@@ -150,7 +140,7 @@ void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
}
}
FrameSelection WalkingState::get_frame_selection() const {
FrameSelection MovementState::get_frame_selection() const {
FrameSelection f{};
switch (current_state) {
case PlayerState::Walk:

View File

@@ -12,9 +12,10 @@ struct FrameSelection {
int frame_index;
};
class WalkingState {
class MovementState {
private:
PlayerState current_state = PlayerState::Walk;
PlayerState previous_state = PlayerState::Walk;
Timer state_timer;
int walk_index = 0; // cycles 06
int run_index = 0; // cycles 06
@@ -26,7 +27,6 @@ public:
void update();
void start_crawl(PlayerState crawl_type);
void set_motion_state_for_speed(int player_speed, int ground_speed);
void toggle_walk_frame(float player_speed, int tick_counter);
FrameSelection get_frame_selection() const;

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@@ -0,0 +1,33 @@
// src/hardware/button.cpp
#include "button.h"
ButtonHandler::ButtonHandler(PinName pin, PinName led_pin) : button(pin), led(led_pin, 0) {
// ISR for button press (falling edge)
button.fall(callback(this, &ButtonHandler::on_pressed));
}
void ButtonHandler::on_pressed() {
pressed_flag = true;
}
ButtonEvent ButtonHandler::poll() {
static Timer blink_timer;
static bool blinking = false;
if (pressed_flag) {
pressed_flag = false;
led = 1;
blink_timer.reset();
blink_timer.start();
blinking = true;
return ButtonEvent::Pressed;
}
if (blinking && blink_timer.elapsed_time() >= 500ms) {
led = 0;
blink_timer.stop();
blinking = false;
}
return ButtonEvent::None;
}

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@@ -0,0 +1,23 @@
// src/hardware/button.h
#pragma once
#include "mbed.h"
enum class ButtonEvent {
None = 0,
Pressed = 1,
};
class ButtonHandler {
private:
InterruptIn button;
DigitalOut led;
volatile bool pressed_flag = false;
volatile bool blink_flag = false;
void on_pressed();
public:
ButtonHandler(PinName pin = BUTTON1, PinName led_pin = LED1);
ButtonEvent poll();
};

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@@ -1,49 +0,0 @@
// src/hardware/uart.cpp
#include "uart.h"
#include <cstring>
UartReader::UartReader(BufferedSerial &serial) : serial_port(serial) {
memset(rx_buffer, 0, sizeof(rx_buffer));
memset(message, 0, sizeof(message));
}
UartEvent UartReader::poll() {
bool changed = false;
bool triggered = false;
// cita spravu z uartu
if (serial_port.readable()) {
memset(rx_buffer, 0, sizeof(rx_buffer));
ssize_t num = serial_port.read(rx_buffer, sizeof(rx_buffer) - 1);
if (num > 0) {
strncpy(message, rx_buffer, sizeof(message) - 1);
message_active = true;
changed = true;
triggered = true;
}
}
// casovac na 1s zobrazenia spravy
if (!timer_started) {
msg_timer.start();
timer_started = true;
}
// po jednu sekundu sa sprava zobrazi
if (message_active && msg_timer.elapsed_time() > MESSAGE_DISPLAY_DURATION) {
message_active = false;
memset(message, 0, sizeof(message));
msg_timer.reset();
changed = true;
}
if (triggered)
return UartEvent::Triggered;
if (changed)
return UartEvent::MessageUpdate;
return UartEvent::NoChange;
}
const char* UartReader::get_message() const {
return message_active ? message : nullptr;
}

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@@ -1,35 +0,0 @@
// src/hardware/uart.h
#pragma once
#include "mbed.h"
#include <cstddef>
constexpr size_t UART_BUFFER_SIZE = 64;
constexpr auto MESSAGE_DISPLAY_DURATION = 1s;
enum class UartEvent {
NoChange = 0, // No new data
MessageUpdate = 1, // Message changed (received or expired)
Triggered = 2 // New message received (trigger action)
};
class UartReader {
private:
BufferedSerial &serial_port;
char rx_buffer[UART_BUFFER_SIZE];
char message[UART_BUFFER_SIZE];
bool message_active = false;
Timer msg_timer;
bool timer_started = false;
public:
UartReader(BufferedSerial &serial);
// Poll for UART events
UartEvent poll();
// Get current message (nullptr if no active message)
const char* get_message() const;
bool has_message() const { return message_active; }
};

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@@ -21,6 +21,7 @@ int main(void) {
serial_port.set_format(8, BufferedSerial::None, 1);
printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE);
// Just call into render feature
render_loop(6);
while (true) {
render_loop(4);
}
}

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@@ -5,7 +5,7 @@
#include <cstdio>
#include <cstring>
void draw_mask(const char *unused_filename, int shift, const char *text) {
void draw_mask(const char *unused_filename, int shift) {
// Terminal clear + home
printf("\033[2J\033[H");
@@ -25,9 +25,5 @@ void draw_mask(const char *unused_filename, int shift, const char *text) {
printf("\r\n");
}
if (text && text[0] != '\0') {
printf("\r\n[RX] %s\r\n", text);
}
fflush(stdout);
}

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@@ -4,4 +4,4 @@
constexpr int VIEW_WIDTH = 90;
// Draws the ASCII art background with optional message
void draw_mask(const char *unused_filename, int shift, const char *text = nullptr);
void draw_mask(const char *unused_filename, int shift);

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@@ -5,137 +5,216 @@
#include "background.h"
#include "mbed.h"
#include "player.h"
#include "background.h"
#include "../game/game_over.h"
#include "../game/game_state.h"
#include "../game/state.h"
#include "../game/animation.h"
#include "../game/collision.h"
#include "../hardware/uart.h"
#include "../hardware/button.h"
#include "../render/player.h"
#include "../render/obstacle.h"
#include "../timing/speed_controller.h"
#include "../timing/movement_controller.h"
#include "../game/obstacle_system.h"
extern BufferedSerial serial_port;
extern DigitalOut led;
ButtonHandler button(BUTTON1, LED1);
// Constants
// constexpr int PLAYER_X = 9;
constexpr int PLAYER_X = 29;
constexpr int PLAYER_Y = 6;
constexpr int STACK_SIZE = 4096;
void draw_mask(const char *unused_filename, int shift, const char *text);
void render_loop(int speed) {
WalkingState player_state;
void logic_loop(void *arg) {
int speed = *(int *)arg;
MovementState player_state;
AnimationController animation;
UartReader uart(serial_port);
MovementController mover(PLAYER_X, VIEW_WIDTH);
SpeedController timing;
timing.set_ground_speed(speed);
CharacterPosition pos = {PLAYER_X, PLAYER_Y};
const char *bg_file = "background_dark_inverted.txt";
bool need_redraw = false;
Timer spawn_timer;
spawn_timer.start();
Timer speed_timer;
speed_timer.start();
int anim_tick_counter = 0;
int tick_counter = 0;
int player_speed = 6;
bool game_over = false;
Timer game_timer;
game_timer.start();
player_state.set_state(PlayerState::Run);
CrawlObstacleType type = CrawlObstacleType::Crawl1;
int start_x = VIEW_WIDTH + 10;
spawn_obstacle(type, start_x);
Timer spawn_timer;
spawn_timer.start();
// Spawn first obstacle
if (speed >= 5)
spawn_obstacle(CrawlObstacleType::Crawl1, VIEW_WIDTH + 10);
while (!game_over) {
tick_counter++;
mover.update_position(player_speed, timing.get_ground_speed());
if (speed_timer.elapsed_time() >= 6s) {
speed++;
timing.set_ground_speed(speed);
speed_timer.reset();
// update players animation mode
if (speed < 4)
player_state.set_state(PlayerState::Walk);
else
player_state.set_state(PlayerState::Run);
}
mover.update_position(speed, timing.get_ground_speed());
pos.x = mover.get_position();
if (spawn_timer.elapsed_time() > 2s) {
// Spawn periodically
if (speed >= 5 && spawn_timer.elapsed_time() > 6s) {
spawn_timer.reset();
CrawlObstacleType s_type = CrawlObstacleType::Crawl1;
int spawn_x = VIEW_WIDTH;
int idx = spawn_obstacle(s_type, spawn_x);
if (idx >= 0) {
obstacle_pool[idx].active = true;
}
spawn_obstacle(CrawlObstacleType::Crawl1, VIEW_WIDTH);
}
need_redraw = false;
UartEvent uart_event = uart.poll();
if (uart_event == UartEvent::MessageUpdate) {
need_redraw = true;
}
if (uart_event == UartEvent::Triggered) {
// Handle input
if (button.poll() == ButtonEvent::Pressed) {
PlayerState current = player_state.get_state();
if (current == PlayerState::Walk || current == PlayerState::Run) {
if (current == PlayerState::Walk || current == PlayerState::Run)
player_state.start_crawl(PlayerState::Crawl1);
}
else if (current == PlayerState::Crawl1) {
else if (current == PlayerState::Crawl1)
player_state.start_crawl(PlayerState::Crawl2);
}
need_redraw = true;
}
// Check if crawl duration expired
player_state.update();
if (animation.tick(speed)) {
bool anim_tick = animation.tick(speed);
if (anim_tick) {
anim_tick_counter++;
int ground_speed = timing.get_ground_speed();
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (obstacle_pool[i].active) {
obstacle_pool[i].data.x -= ground_speed;
// deactivate when offscreen
if (obstacle_pool[i].data.x + obstacle_pool[i].data.width < 0)
obstacle_pool[i].active = false;
}
}
need_redraw = true;
}
if (need_redraw) {
player_state.toggle_walk_frame(player_speed, anim_tick_counter);
draw_mask(bg_file, animation.get_shift(), uart.get_message());
player_state.toggle_walk_frame(speed, anim_tick_counter);
FrameSelection frame = player_state.get_frame_selection();
CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index);
draw_character(draw_pos.x, draw_pos.y, frame.movement, frame.frame_index);
int ground_speed = timing.get_ground_speed();
bool collision = false;
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active)
continue;
if (!obstacle_pool[i].active)
continue;
draw_obstacle(obstacle_pool[i].data.x,
obstacle_pool[i].data.y,
obstacle_pool[i].type);
// Keep original position
int old_x = obstacle_pool[i].data.x;
int new_x = old_x - ground_speed;
if (check_collision(pos, frame.movement, obstacle_pool[i].data)) {
printf("\033[2J\033[H");
printf("GAME OVER\r\n");
game_over = true;
break;
}
// Remove if fully offscreen after movement
if (new_x + obstacle_pool[i].data.width < 0) {
obstacle_pool[i].active = false;
continue;
}
// Swept for collision detections at speeds > 1
int left_swept = (new_x < old_x) ? new_x : old_x;
int right_swept = ((new_x + obstacle_pool[i].data.width) >
(old_x + obstacle_pool[i].data.width))
? (new_x + obstacle_pool[i].data.width)
: (old_x + obstacle_pool[i].data.width);
// Temporarily create a synthetic obstacle covering the swept range
Obstacle swept_obs{};
swept_obs.x = left_swept;
swept_obs.y = obstacle_pool[i].data.y;
swept_obs.width = right_swept - left_swept;
swept_obs.height = obstacle_pool[i].data.height;
if (check_collision(pos, frame.movement, swept_obs)) {
collision = true;
break;
}
obstacle_pool[i].data.x = new_x;
}
if (game_over)
break;
ThisThread::sleep_for(50ms);
g_state_mutex.lock();
g_state.player_pos = draw_pos;
g_state.current_speed = speed;
g_state.movement = frame.movement;
g_state.frame_index = frame.frame_index;
g_state.background_shift = animation.get_shift();
g_state.need_redraw = true;
g_state.game_over = collision;
for (int i = 0; i < MAX_OBSTACLES; i++) {
g_state.obstacles[i].x = obstacle_pool[i].data.x;
g_state.obstacles[i].y = obstacle_pool[i].data.y;
g_state.obstacles[i].type = obstacle_pool[i].type;
g_state.obstacles[i].active = obstacle_pool[i].active;
}
g_state_mutex.unlock();
if (collision)
game_over = true;
}
ThisThread::sleep_for(25ms);
}
game_timer.stop();
int seconds = static_cast<int>(game_timer.elapsed_time().count() / 1000000);
g_state_mutex.lock();
g_state.elapsed_seconds = seconds;
g_state.game_over = true;
g_state_mutex.unlock();
}
void render_loop_thread() {
while (true) {
g_state_mutex.lock();
bool need = g_state.need_redraw;
bool over = g_state.game_over;
GameState local = g_state;
g_state.need_redraw = false;
g_state_mutex.unlock();
if (over) {
show_game_over_screen(local.elapsed_seconds, button);
break;
}
if (need) {
draw_mask("background", local.background_shift);
draw_character(local.player_pos.x, local.player_pos.y, local.movement,
local.frame_index);
if (local.current_speed >= 5) {
for (int i = 0; i < MAX_RENDER_OBSTACLES; i++) {
if (local.obstacles[i].active)
draw_obstacle(local.obstacles[i].x, local.obstacles[i].y,
local.obstacles[i].type);
}
}
}
ThisThread::sleep_for(50ms);
}
}
void render_loop(int speed) {
g_state_mutex.lock();
g_state.need_redraw = false;
g_state.game_over = false;
g_state_mutex.unlock();
int *speed_ptr = new int(speed);
Thread logic_thread(osPriorityNormal, STACK_SIZE);
Thread render_thread(osPriorityNormal, STACK_SIZE);
logic_thread.start(callback(logic_loop, (void *)speed_ptr));
render_thread.start(render_loop_thread);
logic_thread.join();
render_thread.join();
delete speed_ptr;
}

View File

@@ -5,16 +5,13 @@
#include <cstdio>
// Draws an obstacle using bottombased world coordinates.
// x = left edge of the collision box in world space
// y = bottom edge of the collision box in world space (0 = ground)
void draw_obstacle(int x, int y, CrawlObstacleType type) {
const char **obstacle_frame = nullptr;
int frame_total_height = 0;
// Collisionmodel parameters for this obstacle
int collision_top_offset = 0; // rows from visual top to top of collision box
int collision_height = 0; // rows tall
int collision_left_offset = 0; // columns from visual left to collision left
int collision_top_offset = 0;
int collision_height = 0;
int collision_left_offset = 0;
switch (type) {
case CrawlObstacleType::Crawl1:
@@ -37,13 +34,11 @@ void draw_obstacle(int x, int y, CrawlObstacleType type) {
return; // no rendering for invalid type
}
// Convert bottombased (world) coordinates to screen coordinates.
// Y of the collision bottom is given; translate to where to start drawing the visual frame.
// Convert bottombased coordinates to screen coordinates.
const int frame_row_index_bottom = collision_top_offset + collision_height - 1;
const int frame_top_world_y = y + frame_row_index_bottom;
const int frame_top_screen_row = VIEW_HEIGHT - frame_top_world_y;
// X of the collision box is given; shift left to the visual frame's starting column.
const int frame_screen_x = x - collision_left_offset;
for (int i = 0; i < frame_total_height; i++) {

View File

@@ -13,7 +13,5 @@ public:
int get_ground_speed() const { return ground_speed; }
// Calculates how many frames to advance for current tick.
// Takes objects current speed and a global tick counter
// to automatically handle slower "wait" behavior.
int frame_advance_for(int object_speed, int tick_counter) const;
};